﻿using AssetRipper.SourceGenerated.Subclasses.ParticleSystemEmissionBurst;

namespace AssetRipper.SourceGenerated.Extensions
{
	public static class ParticleSystemEmissionBurstExtensions
	{
		public static void SetValues(this IParticleSystemEmissionBurst burst, UnityVersion version, float time, int minValue, int maxValue)
		{
			burst.Time = time;
			burst.CycleCount_Int32 = 1;
			burst.CycleCount_UInt32 = 1;
			burst.RepeatInterval = 0.01f;
			burst.CountCurve?.SetValues(version, minValue, maxValue);
			burst.Probability = 1.0f;
		}
	}
}
